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Old 05/26/11, 4:21 PM   #436
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Originally Posted by Neruse View Post
I'm a little leery of trying to push the possibility of Aimed spam, and the spreadsheet might be wrong, but it's coming out to over 2k dps gain over the next best option and that's only in 378 gear and 1300 haste.
T o expand on Nerec's reply, even if there is more haste available on T12 gear, I do not think we want it anyway. This is because with the major rotational haste points after the loss of the T11 4-set. The possible haste points that I see are:

- 5.4% total from both gear and Pathing: This amount provides 1.5s SS cast time such that a 10s CS cycle is tight with 4 SSs and 3 GCDs for instants besides the CS. This amount is also the exact amount needed for having your SS cast get to the 1s GCD during RFs with the RF glyph. AI cast times is 2.18s.

- 12.93% total from both gear and Pathing (9.64% with 3/3 Pathing): This amount provides a 1.4s SS cast time such that a 10s CS cycle is tight with 5 SSs and 2 GCDs for instants besides the CS. This is also the amount where your SS cast time is at the 1s GCD during unglyphed RFs. This may be a good case for when we are between the T11 and T12 4-set bonuses, but it will probably not be ideal once we get the T12 4-set since we probably dont need the 5th SS for focus balancing and need more than 2 GCDs for focus dumps or use of MMM/T12 4-set procs. AI cast time is at 2.03s. Note that with this option having MMM AI procs replacing the extra SS sometimes with resulting in 0.4s deadtime in the cycle those cycles, it is probably better to have a haste amount somewhere between 5.4% and 12.93%. Where the optimal point is depends on the percentage of cycles with MMM AI procs replacing SSs. Assuming 3/8s of the time, then 10.11% haste from both gear and Pathing would be ideal (about 6.9% with 3/3 Pathing). This makes the AI cast time even longer at 2.08s.

- 22.8% from gear alone (with 3/3 Pathing): This amount provides a 1.25s SS cast time such that a tight 10s CS cycle can perform 4 SSs and 4 GCDs for instancs besides the CS. This haste amount waste some of the haste benefits of both RF and BL on SS since those dynamic haste effects bring its cast time to below the GCD (to 0.89 and 0.96s, respectively). AI cast time is 1.81s.

Note that these haste points also apply to the CS glyph case with the difference being one less GCD for instant casts.

Of these 3 "choices" of haste points, the third one really does not seem worthwhile since it requires 2920 haste rating. Even if that amount is possible, that is giving up a lot of crit and mastery and poorly utilizing your dynamic haste effects on SS. Of the other 2 choices, both have AI cast times of greater than 2s, meaning that it is likely that we do not want to cast AI except when we do so currently. Of those 2 options, I currently lean towards the first since it makes the most sense with balancing SSs and additional GCDs and utilizing dynamic haste effects. Also with how little haste is required, that means we can really beef up our crit and mastery and can possibly move points from Pathing to top of BD and Frenzy if we cannot reduce our haste sufficiently. The low haste amount also makes it easier to acquire enough additional haste to counteract the average impacts of latency to your rotation.

Last edited by Whitefyst : 05/26/11 at 4:27 PM.

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Old 05/26/11, 5:42 PM   #437
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Question: With both the T12 2-set bonus and the MMM AIs procing from SSs, is it beneficial to cast extra SSs purely for the sake of getting more of these procs (i.e, you do not need the extra SS for focus balancing)?

Answer: No (at least using my current shot numbers)

Simplifying the comparison to purely the direct damage differences with assuming the following:
- MMM AIs proc on about every 8th SS
- T12 2-set procs on about every 8th SS (may actually be 10th depending on model)
- AS and SS cast times are equal (hence, no WQ proc impacts)
- T12 2-set procs do not have the chance to proc WQ
results in a comparison of the damage difference between 8 SS for AS substitutions versus 1 T12 2-set and 1 MMM AI proc - AS

My current shot numbers are:
Autoshot: 7800 -- T12 2-set proc of: 7800*.8 = 6240
Steady Shot: 9600 (includes PS and bleed debuff)
Arcane Shot: 12800
Aimed Shot: 45300 (includes PS and bleed debuff)
Chimera Shot: 43000 (includes PS and bleed debuff)
Overall Hunter DPS: 24000

8 * (12800 - 9600) ?? 6240 + (45300-12800)
25600 < 38740

If doing 1 extra SS per cycle, this will take 8 CS cycles or 80s to occur for +164 DPS.

So from this simplified analysis, it appears like a benefit, but there are some important factors that I left out in the simplification, which include:
- SS versus AS cast duration: SS will likely take 0.4 to 0.5s longer to perform. This has the following impacts:
-- Pushes your CS cast back by that amount each cycle. Meaning that you will loss a CS cycle every 25 to 20 cycles performed. This reduces overall DPS by 960 to 1200 DPS as well as loses the benefits of all the procs that could have occurred from that lost CS cycle
-- Or requires 5% to 7.1% additional haste to maintain a tight CS cycle. That additional haste costs about 640 to 909 crit and mastery ratings. This hurts the damage of all your shots, although your autoshot rate is a little higher with slightly more WQ, GftT, and T12 4-set procs from them. This additional haste is also necessary to balance the WQ procs of SS versus AS so that the same number of specials is still performed each cycle; otherwise, there is a loss in WQ damage. I cannot easily estimate the DPS loss of having to lose that much crit and mastery just to maintain the same number of specials, but I am quite positive that it is many times larger than 164 DPS.
- Loss of Sic'Em procs: You lost 8 AS and gained 1 AI, for 7 less chances to proc Sic'Em over 8 CS cycles. Assuming a 40% crit chance (which I assume that we should be higher than in T12 gear), this results in 2.8 less Sic'Ems and reduced pet WH time and DPS. With including the lost CS cycle with 3 ASs, that is another 0.96 to 1.2 ASs lost during that 8 CS cycles for another 0.38 to 0.48 Sic'Ems lost for 3.18 to 3.28 Sic'Ems lost per 80s.

Thus, it is definitely a DPS loss to perform extra unneeded SSs in the rotation; however, if the extra SS is needed to also balance focus usage, then it is beneficial to cast it with the increased MMM AI procs and T12 2-set procs being a nice additional benefit.

I will have to reevaluate this with T12 gear, but the DPS cost is so disparate that I am quite confident that the answer will still be no.

Last edited by Whitefyst : 05/27/11 at 11:05 AM.

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Old 05/31/11, 11:00 PM   #438
Karakkonor
Glass Joe
 
Worgen Hunter
 
Bloodhoof (EU)
I glanced over the patch notes and with the help of Rivkah, was able to run the rough change through FD. Using the standard Femaledwarf rotation, I came up with the following numbers for my gear set:

20% Careful Aim window:
Overall DPS: 28803,51
Hunter only DPS: 24789,94

10% Careful Aim window:
Overall DPS: 28361,49
Hunter only DPS: 24362,29

Running that into a basic calculator, the result was 98,465%, roughly a 1,5% nerf to the standard femaledwarf rotation. However, this is far from optimal. I changed the rotation to ignore both Serpent Sting and Chimera Shot during the Careful Aim window, and to suppress all Arcane Shots throughout the fight if an Aimed Shot cast time of under two seconds is achieved. All other settings remain standard.

20% Careful Aim window:
Overall DPS: 32241,87
Hunter only DPS: 28314,88

10% Careful Aim window:
Overall DPS: 30979,80
Hunter only DPS: 27095,92

Running these numbers through the same basic calculator yielded a far strong result: 96,086%, translating to a roughly 4% nerf. This would seem like a fair damage nerf while still keeping us on a strong and competitive level. It would also seem in line with the Arms and Arcane nerfs, and provide other specs and classes with a more even platform.

If you wish to base your own research off of my numbers, here's a femaledwarf link to the setup I used to attain them: Zeherah's Hunter DPS Analyzer.

Last edited by Karakkonor : 06/01/11 at 12:59 PM.

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Old 06/01/11, 9:10 AM   #439
Izuul
Glass Joe
 
Dwarf Hunter
 
Garona
I ran the numbers on a couple of my setups in the DPS analyzer changing CA phase % from 20% to 10% and I'm seeing roughly a 4% nerf.

While it would be nice if our DPS wasn't so front-loaded, 4% seems like quite a big nerf. I haven't spent too much time on the PTR, is this justified?

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Old 06/01/11, 11:41 AM   #440
alienangel
Bald Bull
 
alienangel's Avatar
 
Draenei Hunter
 
Eredar
It seems like a big nerf Izuul, but keep in mind on most fights extra DPS during the first 20% of an encounter isn't terribly relevant - on fights with tight enrages or difficult P1s like Al'akir it'll make a real difference, but on something like Chimaron or Maloriak it'll just mean our meter position will drop a bit without particularly affecting the difficulty of the encounter.

I'm more concerned about the multishot damage nerf, since losing AoE is much more likely to make parts of more encounters harder.

Also kind of odd that they'd want to nerf MM in a way that also nerfs SV (not as much as MM, but still a nerf). Perhaps their interest is more in PvP burst reduction than PvE balancing. Just tweaking our masteries or cast times would have been a better way to balance MM against other hunter specs for PvE.

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Old 06/06/11, 11:21 AM   #441
Beace
Von Kaiser
 
Orc Hunter
 
Draenor (EU)
Marksmanship

Wild Quiver now has a 16.8% chance to proc, up from 14.4%. Each point of Mastery increases the chance by an additional 2.1%, up from 1.8%.
Careful Aim now only works on targets above 90% health, up from 80%.
Might the Mastery buff about cancel out the CA nerf?

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Old 06/06/11, 1:28 PM   #442
Izuul
Glass Joe
 
Dwarf Hunter
 
Garona
The CA nerf coupled with this mastery buff is going to severely reduce the usefulness of hard-cast Aimed Shots.

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Old 06/06/11, 3:57 PM   #443
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Originally Posted by Izuul View Post
The CA nerf coupled with this mastery buff is going to severely reduce the usefulness of hard-cast Aimed Shots.
Edit: Was corrected below that the mastery change is just a tooltip change. Editted post accordingly.

The CA nerf by itself does not change the usefulness of hardcast AIs. We will still want to use hardcast AIs during the CA phase since there are ensured to crit for very high damage and proc Sic'Em. It is just that the CA phase will be shorter, and thus, the number of hardcast AIs will be less. This reduces the effectiveness in 4.2 of the AI glyph, making what was already usually a poor choice worse. Note though that the shorter duration of the CA phase will increase the proportion of the CA phase during which we are under the effects of RF.

Last edited by Whitefyst : 06/07/11 at 8:26 AM.

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Old 06/06/11, 4:55 PM   #444
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
I received the following edited PM and thought that I would share my reply in the thread since it expands on previous posts.

Originally Posted by Palioh
I found it interesting that someone mentioned Kill Command could replace Arcane Shot as the focus dump for T12 4pc Hunters. You had commented that AS was more efficient than KC, as a shot, because KC costs 18 more focus. If we were using KC as a focus dump, then I would think we wouldn't be glyphing for AS, but for KC for the focus reduction.

So, my question is:
If a Hunter were to glyph for KC, instead of AS, would that push KC over AS as the focus dump in T12 4pc? Or would it still not be enough?
Off the top of my head without doing any additional hand analysis, even with the glyph changes, I say that using KC as a focus dump over AS at all times will not be a DPS gain. In most cases where not GCD limited (like which can occur with the CS glyph), using KC instead of AS will result in less specials being performed during to focus limitations. So although KC does more damage per usage, you are doing enough fewer of them where the actual overall DPS is lower. Furthermore, if using KC instead of AS as the focus dump, during most of the fight you are getting no Sic'Em procs. Add on top of that the impacts of the reduced CA phase length and the longer cast times of AI at lower required haste amounts for ideal rotations in T12 gear, we are casting AI less too resulting in very little Sic'Em procs in this scenario greating affecting WH uptime and pet DPS.

To illustrate the comparison I used FD with grabbing a random 378 gear set with T12 4-set bonus and quickly reforging to around ideal stat amounts with using the SS/AS/RF glyphs, the AS focus dump case had the following results with the new shortened CA phase (note that due to the haste amount I had, the spec used moved two points in Pathing to top off BD and Frenzy):

Overall DPS: 32816
Hunter DPS: 28357
Pet DPS: 4458
WH Uptime: 96% (with 1/2 WH)

CS 28
AI 35
KS 6
AS 46
SS 128
Auto 124
WQ 116
FA 13 (Flame Arrow T12 2-set proc)

Now if I just change the AS glyph to KC, my focus dump from AS to KC, and even move 2 points in MfD to IKC, the results are:

Overall DPS: 32539 (-278)
Hunter DPS: 25966 (-2391)
Pet DPS: 6573 (+2115)
WH Uptime: 62% (-34%) (with 1/2 WH)

CS 28
AI 33 (-2 due to less focus pool despite more MMM AI procs due to more SSs)
KS 6
KC 37 (-9 compared to number of ASs)
SS 141 (+13 due to needing to generate more focus)
Auto 128 (+4 due to less AIs)
WQ 107 (-9 due to less specials with more SS casts since KC does not proc our mastery)
FA 14 (+1 due to more SSs)

In conclusion:
- Using KC instead of AS does less overall DPS
- Using KC instead of AS transfers a higher proportion of your overall DPS to the pet. In general, I personally prefer the higher ratio on the hunter since the hunter can still attack when the pet is dead, but the pet cannot attack when the hunter is dead.
- Using KC instead of AS increases your reliance on pet DPS while depriving it of focus with reduced Sic'Em procs which adversely impacts the pet's DPS
- Lose the MfD benefit of free HM on targets with AS/CS after switching targets
- We lose shot numbers in our harder hitting specials (AI and AS/KC) to gain shot numbers in our lower damage abilities (SS and auto)
- We do not take advantage of our mastery. This run lost 9 WQs due mostly to the fact that KC does not proc our mastery since it is not a shot. If KC is updated to proc WQ, then the KC as focus dump case would probably come out slightly ahead when not accounting for any benefits that MfD may provide on some fights.

Edit: Fixed post due to mastery change just being a tooltip change and not an actual buff.

Last edited by Whitefyst : 06/07/11 at 8:19 AM.

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Old 06/06/11, 7:05 PM   #445
Neruse
Piston Honda
 
Night Elf Hunter
 
Sargeras
Zeherah would know better than I, but wasn't WQ buffed by ~17% with 4.06 and this MMOC data-mine is merely the tooltip update?

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Old 06/06/11, 7:29 PM   #446
Rivkah
Great Tiger
 
Dwarf Hunter
 
Stormrage
Originally Posted by Neruse View Post
Zeherah would know better than I, but wasn't WQ buffed by ~17% with 4.06 and this MMOC data-mine is merely the tooltip update?
You're right, I have WQ already at 2.1% chance to proc since the previous buff to it, so this does seem like just a tooltip update and not a buff at all.

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Old 06/08/11, 10:31 AM   #447
Deepfriedegg
Glass Joe
 
Night Elf Hunter
 
Aszune (EU)
Originally Posted by Rivkah View Post
I couldn't find any evidence of it proccing from the adds on Al'akir, but it could be that none of the hunter logs I checked had rapid killing or were killing those mobs. If anyone can conclusively say if it procs off of those it'd be good to know.
Below is a link confirming it doesnt proc from Stormling adds on Al'Akir fight
WoL - Expression editor - Al'Akir fight

Expression used: sourcename="Deepfriedegg" and (type = 1 and overkill>0 or spell="Rapid Recuperation")

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Old 06/08/11, 4:57 PM   #448
alienangel
Bald Bull
 
alienangel's Avatar
 
Draenei Hunter
 
Eredar
Originally Posted by Deepfriedegg View Post
Below is a link confirming it doesnt proc from Stormling adds on Al'Akir fight
WoL - Expression editor - Al'Akir fight

Expression used: sourcename="Deepfriedegg" and (type = 1 and overkill>0 or spell="Rapid Recuperation")

Also confirming that it doesn't proc on Sinestra's Twilight Whelps, although it does proc on Twilight Eggs, Twilight Spitecallers and Twilight Drakes: Logs. Given that the whelps are the only things you might AoE it seems largely useless for the fight.

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Old 06/10/11, 6:17 PM   #449
Whitefyst
Great Tiger
 
Orc Hunter
 
Draenor
Okay, I have completed my analysis of the first part of the new 4.2 rotations, which is for the 5.4% haste from both gear and Pathing case without both the T11 and T12 4-sets. Having this analysis done and available as the basis for other cases will make them go quicker (although still long).

With this done, I wanted to give the community a peak into the data that I see for this case. The information in the tables below was done using the following:
- Used FD to derive the damage for each shot with using a 378 gear set and reforging to the desired haste amount. I made a quick gear set, so it probably is not BIS 378, but it should still be representative. Also since for the pieces chosen I could not reduce enough haste, I hand changed some haste to equal amounts crit and mastery.
- Since the gear set had plenty of haste, I moved two points from Pathing to top off BD and Frenzy.
- My spreadsheet that has shot analysis for each of the cases shown in the table below.
- Flaming Arrow (T12 2-set bonus) is modeled by adding 1/10th of a FA to each SS cast.
- The data in the table below is only for specials performed each cycle. Thus, it includes SS, AS, CS, AI, MMM AIs, and KS, with PS included in the appropriate specials. It does not include SrS, autos, or WQs. It is assumed that the SrS damage is constant through the analysis and that autoshot and WQ damage is roughly constant within each phase.
- I assume a 5 min fight with phase durations proportional to boss health. I assume that all of the CA phase is only under the effects of RF and that the second RF occurs during the Standard phase. Finally, I assume that BL occurs during the KS phase with the rest of the KS phase unhasted. For completness, I provide the DPS over each phase and glyph case, even if that situation is not included in the overall DPS numbers for the chosen scenario.

Here is the results of my analysis for the 5.4% haste case without any 4-set bonuses with the first table with 0/2 Term and the second with 2/2 Term (instead of MfD):

Without T12 2-set Bonus of FA

DPS TableCA RFCA BLCA UnStd RF Std BLStd UnTerm RFTerm BLTerm UnKS RFKS BLKS UnTotalDelta-AI
Fight Duration (s)300              
Phase Weight10%0%0%10%0%60%0%0%0%0%13%7%100%  
Phase Duration (s)300030018000004020300  
RF Glyph38663313312503225543210721529900026041214441678519578196
AI Glyph375093133125032245842107215299000248132156116785193820
CS Glyph36761313312503224294211311594400024699217591698319705323
KS Glyph3676131331250322429421072152990002490022358174121942744

DPS Table TermCA RFCA BLCA UnStd RFStd BLStd UnTerm RFTerm BLTerm UnKS RFKS BLKS UnKS Un ISSTotalDelta-AIDelta-Term
Fight Duration (s)300                
Phase Weight10%0%0%10%0%55%0%0%5%0%13%7%0%100%   
Phase Duration30003001650015040200300   
RF Glyph3866331331249182554321072152992678622271159502702822499167851716719751195173
AI Glyph37509313312545024584210721529925682224031595025946 226241678517167195570174
CS Glyph3676131331249182429421131159442535922403160552583123416169831758019932375226
KS Glyph367613133124918242942107215299253592227115950257242331717412177121958730160

With T12 2-set Bonus of FA

DPS TableCA RFCA BLCA UnStd RFStd BLStd UnTerm RFTerm BLTerm UnKS RFKS BLKS UnTotalDelta-AI
Fight Duration (s)300              
Phase Weight10%0%0%10%0%60%0%0%0%0%13%7%100%  
Phase Duration (s)300030018000004020300  
RF Glyph39130318172542126010215581569900026445218791714319993205
AI Glyph379273181725421250142155815699000251912199017143197880
CS Glyph37199318172542124732216221634800025082221881738020119331
KS Glyph3719931817254212473221558156990002523922742177691982941

DPS Table TermCA RFCA BLCA UnStd RFStd BLStd UnTerm RFTerm BLTerm UnKS RFKS BLKS UnKS Un ISSTotalDelta-AIDelta-Term
Fight Duration (s)300                
Phase Weight10%0%0%10%0%55%0%0%5%0%13%7%0%100%   
Phase Duration30003001650015040200300   
RF Glyph3913031817253102601021558156992720022700163082738622889171431747120158204165
AI Glyph37927318172583425014215581569926060228261630826282230071714317471199540166
CS Glyph3719931817253102473221622163482574622843164522617123790173801789320338384219
KS Glyph371993181725310247322155815699257462270016308260302365317769179921998127152

Observations:

1) For the 378 gear set I used in the analysis, FA appears to be about a 400 DPS increase with the 8 samples having a tight range between 394 and 415 DPS. That is a nice benefit that will scale with T12 heroic gear. However, that benefit will be slightly adversely impacted by the T12 4-set bonus. This is because the extra focus from the T12 4-set bonus will result in less overall SSs performed and, thus, less FAs. The adverse impact is somewhat limited since in many phases we are already using the minimum number of SSs to maintain ISS and cannot use less,

2) Termination is the benefit to all of the cases, although I am sure that benefit will decrease once we factor in the T12 4-set bonus and all of the extra focus from it.
- Although it does have no impact on the KS Phase when unhasted since there are no spare GCDs to perform any additional shots since we are already at the minimum of 4 SSs per cycle, it has impacts on KS phase when hasted. This is because when hasted our rotations no longer of the limitation of wanting to perform as tight of CS cycles as possible since we prefer to perform as many AIs as possible within the SrS refresh cycle (with at least 1s of slack in refreshing it).
- Termination least favors the KS glyph. This is because with the KS glyph we have even less spare shots to be performed. Furthermore, the average DPS of KS to the average DPS of the cycle is smaller during the hasted phases since AI is the focus dump and greatly increases the average DPS per shot to be closer to KS DPS.
- Termination favors the CS glyph the most in this case. It affects the other three glyphs about equally, with affecting KS the least as already indicated.

3) The AI glyph is an inferior choice in all cases with never being close to the top 2 choices. It always lags by at least 300 DPS behind the top choice. I expect the AI glyph to become even a worse choice with the T12 4-set bonus.

4) The KS glyph is also a poor choice for overall DPS. It is never better than a 3rd choice and always lags behind the best choice by at least 280 DPS. I anticipate the KS glyph becoming even a worse case with the T12 4-set bonus.
- As stated in 2), the KS glyph does horribly in the Termination case since it cannot use the extra focus as well as the other glyphs.
- During the KS phase, it obviously can provide the best DPS, especially when unhasted since you are replacing lower damaging and higher focus costing AS with KSs.
- However, when hasted during the KS phase, especially by RF but even during BL, other glyphs can outperform the KS glyph, especially if you have Term. Since the T12 4-set bonus provides extra focus like Term does, I expect the other glyphs to give the KS glyph a run for its money when hasted during the KS phase. Hence, it you are hasted a lot during the KS phase, the KS glyph may not actually be a benefit depending on the situation.

5) The CS glyph surprisingly worked out to be the best glyph in every case, beating out the RF glyph by about 130-180 DPS across the cases.
- This is partly due to the nerf of the CA phase to be only 10% of boss health making the Standard phase unhasted, where the CS glyph leads, a larger portion of the fight.
- I anticipate that the benefit of the CS glyph relative to the RF glyph will decrease with the T12 4-set bonus. This is because of the limitation of 1 less GCD in the CS glyph case will result in less opportunity to utilize the extra focus generated by the T12 4-set bonus. One the otherhand, the RF glyph will be able to utilize that extra focus by performing either less SSs and or more AIs in the ideal rotation when under the effects of RF.
- Due to the CS glyph's sensitivity to perform rotations ideally and its impact due to latency, I may still prefer the RF glyph over the CS glyph without the T12 4-set bonus since the two are close. This will be especially true on fights that end closer to the end of RFs uses when used off CD (i.e, 3:45 mins, 7 mins, etc) and less so on fights that end right before RF comes off CD.

6) In the Term tables, the "KS Un ISS" column is an average cycle that includes a cycle where only 2 SSs is performed resulting in ISS downtime and replacing the SSs with focus dumps to use up extra focus and resulting on a large focus loss. These cycles are averaged out with the normal 4 SS cycle, which generates a lot of extra focus. The DPS numbers here do not include the impacts of the following:
- The delay in the next CS cycle after a cycle with only 2 SSs due to ISS not being up during part of the SSs used to refresh ISS resulting on a DPS loss
- The loss of autoshot frequency due to ISS downtime and subsequent loss of DPS and GftT pet focus generation
- WQ impacts negatively from less autoshots and positively from replacing 2 SSs with 3 ASs
- The extra Sic'Em procs from additional ASs resulting in higher pet DPS

7) During RF phases, obviously the RF glyph dominates due to faster SSs and AIs. The 5.4% haste requirement for the tight unhasted rotation is also the amount at which a glyphed RF brings your SS to exactly the 1s GCD.
- Because of the above, you always want to use your first RF pair during the CA phase when SSs and AIs crit on every shot. Nothing new there.

8) During the CA BL phase, all 4 glyphs provided the same DPS. This is not a misprint but actually the situation. Neither the RF or KS glyphs have any impact during this phase. Since we are extending the CS cycle to perform more AIs, the CS glyph has no impact in the phase either. The only glyph that has an impact in this phase is the AI glyph, but with how the cases worked out in this analysis, the benefit of the glyph was just enough to change a slightly focus negative cycle to be a slightly focus positive but not make enough of a change to impact shot selection (except for in the Term cases). This is because the ideal cycles only performed about 1.5 AIs per cycle (the other half of an AI is replaced by a MMM AI every other cycle) and, thus, only saves about 3 focus per cycle on average with the AI glyph (assuming a 40% crit rate).

Last edited by Whitefyst : 06/14/11 at 3:22 PM. Reason: Updated post for consistent gear with other analyses and improvements in analysis

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Old 06/11/11, 2:47 PM   #450
alienangel
Bald Bull
 
alienangel's Avatar
 
Draenei Hunter
 
Eredar
One annoyance I'm noticing on the PTR is the interaction between the Matrix Stabilizer and the "The Hungerer" trinkets. The latter procs 1532 haste rating (and seems to have a very high proc chance once the ICD is up), the former procs 1532 of either crit, haste or mastery, whichever you have the most of.

This means that fairly often The Hungerer procs first and gives us 1532 haste, then the Matrix Stabilizer procs during that and gives us another 1532 haste. Together this is enough to push my premade hunter's aimed shot down enough to be hardcasting which is great. However when they don't proc together or the procs are in a different order so the Matrix Stabilizer gives crit, my Aimed Shot is still at 1.9ish seconds so probably not worth hardcasting. So I have to actually check my total haste rating to decide whether to hardcast or not, instead of just watching my procs since the buff name for Matrix Stabilizer doesn't change between Haste and Crit procs.

Of course this is without windfury and ISS so it's possible that both cases will be worth hardcasting in a raid (Whitefyst will do the math I'm sure ), but it's also on a pre-made hunter at 9.5% passive haste even after reforging to mastery, so her haste is higher than we'll probably want to begin with.

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[Cataclysm] Beast Mastery (4.3) Nooska Hunters 197 04/30/12 4:51 PM